Documente Academic
Documente Profesional
Documente Cultură
Production
Ataraxia Pharmacies Guide to Booster Production
Introduction
Greetings capsuleer.
Pharmaceutical products have multiple facets. For one, they can be used to cause relief and recovery for
people who have fallen victim to sickness or injury, but it takes only slight changes in the chemical
compounds to change the drug into a physical or mental enhancement for people in general. The discovery
of various types of gas clouds, all with strong potential medical effects, gave rise to a new kind of drugs
aimed at enhancing capsuleer performances: Boosters.
This document is aimed at people who share our interest in providing medical care for those struck by
illness, and describes in detail how to produce boosters from the early steps of acquiring the needed skills,
raw materials, reactions and blueprints to how to setup a Starbase for booster refining and production.
None of these tasks are trivial and most of them involve a good deal of risk for you to lose your goods, ship
and perhaps even life. While a single capsuleer is more than capable of doing booster production by himself,
the task requires a good understanding of the dangers that lurk in space and money for the initial
investments. As such, it cannot be recommended to pursue a career in booster production immediately
after graduating from the academy.
The medical possibilities in the interstellar gas clouds in regard to drugs for the non-capsuleer communities
are still widely unexplored. As such, we believe it will be for the betterment of all mankind to share our
knowledge in the field of booster production with fellow capsuleers, as only they have the unrestricted
means it takes to produce and distribute the drugs. New Eden is a wonderful place, but also a place with
unrest, suffering and disorder. Ataraxia Pharmacies will do its part to fight against human misery and
encourages anybody with similar interest to get into contact with us. We are well aware that revealing the
knowledge contained in this document will hurt our own sale of booster products resulting in less funds
available for humanitarian efforts. We can only ask that if you find the information in the guide valuable
please send a monetary compensation our way. It will be brought to good use.
While we cannot guarantee that every piece of information in the guide is correct, we hope there is
sufficient material to get you started. Further, our own efforts have mostly been located in high and low
security empire controlled space. As such, our knowledge on booster related sites outside of this space is
limited but still substantial.
Best regards
-Myyona (CEO)
Contents
Introduction ....................................................................................................................................................... 2
A Brief Guide to Booster Manufacturing (provided by ISD) .............................................................................. 4
About Gas Clouds .......................................................................................................................................... 4
Boosters ............................................................................................................................................................. 5
The Hot-spot Constellations .............................................................................................................................. 9
Getting the Skills and Equipment Needed....................................................................................................... 10
Skills ............................................................................................................................................................. 10
Reactions and Blueprint Copies ................................................................................................................... 11
Finding Harvestable Gas .................................................................................................................................. 12
Cosmic Signature Combat Sites ....................................................................................................................... 13
Chemical Lab - Low Security Ladar Easy Difficulty....................................................................................... 13
Gas Processing Site - Low Security Ladar Medium Difficulty ...................................................................... 14
Distribution Base - Low Security Ladar Hard Difficulty................................................................................ 15
Production Facility – No Security Ladar Hard Difficulty .............................................................................. 15
Digital “Site” - No Security Radar Very Hard Difficulty ................................................................................ 15
Setting Up a Production Line ........................................................................................................................... 18
Appendix – Gas Cloud Regions ........................................................................................................................ 22
At first the crystal byproducts were viewed as a potential military innovation, offering slightly improved
cost efficiency in electronics and weapons manufacture. When their massive potential for use in booster
production was discovered however, viewpoints shifted dramatically, and nowadays they are coveted as a
fundamental resource driving the burgeoning booster industry.
Boosters
Performance boosters are small items that a capsuleer can consume to achieve a temporary (30 minutes at
base) boost to a certain ship or module attribute. There exist boosters for providing eight different
attribute increases in four different strengths giving a total of 32 different boosters to manufacture (a few
extra odd booster varieties appear now and then, but none of these can be manufactured by capsuleers).
The higher strength boosters come with the drawback of having a higher chance to provide one to four side
effects (ship/module attribute penalties) while active. That means you might get one and maximum four
and in lucky cases you might not experience any side effects at all.
Crash booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Missile explosion radius -3% -20% -25% -30
Base chance of side effect None 20% 30% 40%
Possible side effect 1: Shield Boosting - -20% -25% -30%
Possible side effect 2: Armor hitpoint - -20% -25% -30%
Possible side effect 3: Missile velocity - -20% -25% -30%
Possible side effect 4: Ship velocity - -20% -25% -30%
Drop booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Turret tracking speed +3% +25% +31.25% +37.5%
Base chance of side effect None 20% 30% 40%
Exile booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Armor repair +3% +25% +25% +30%
Base chance of side effect None 20% 30% 40%
Possible side effect 1: Armor hitpoint - -20% -25% -30%
Possible side effect 2: Turret tracking - -20% -25% -30%
Possible side effect 3: Missile explosion radius - -20% -25% -30%
Possible side effect 4: Capacitor capacity - -20% -25% -30%
Frentix booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Turret optimal range +3% +10% +15% +20%
Base chance of side effect None 20% 30% 40%
Possible side effect 1: Shield Boosting - -20% -25% -30%
Possible side effect 2: Armor hitpoint - -20% -25% -30%
Possible side effect 3: Turret tracking - -20% -25% -30%
Possible side effect 4: Ship velocity - -20% -25% -30%
Mindflood booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Capacitor capacity +3% +10% +15% +20%
Base chance of side effect None 20% 30% 40%
Possible side effect 1: Shield Boosting - -20% -25% -30%
X-instinct booster
Booster strength Synth Standard Improved Strong
Ship attribute effected: Ship signature radius -2.25% -7.5% -11.25% -15%
Base chance of side effect None 20% 30% 40%
Possible side effect 1: Armor hitpoint - -20% -25% -30%
Possible side effect 2: Shield capacity - -20% -25% -30%
Possible side effect 3: Turret falloff range - -20% -25% -30%
Possible side effect 4: Missile velocity - -20% -25% -30%
There are three “booster slots” available on your character, and each booster is limited to a certain slot. If a
booster already is active in that slot another cannot be applied before the first have expired. The boosters
are divided accordingly:
Booster slot 1: Blue Pill, Exile, Mindflood and X-Instinct
Booster slot 2: Drop, Frentix and Sooth Sayer
Booster slot 3: Crash
To be able to use boosters it is necessary to have the Biology skill trained, which at the same time increase
the booster duration with 20% per level. Other skills related to booster usage are Nanite Control, which
reduces the strength of possible booster side effects, and Neurotoxin Recovery, which reduces the chance
of having side effects at all. Both of the last two skills mentioned are not sold by schools or other
educational institutes anywhere in the star cluster and as such are expensive to buy/good to sell. Luckily
you will have good chances of stumbling upon these skills during your travels finding the equipment
needed for booster production.
Remember, all final booster products besides synth variants are considered contraband inside high security
system and the custom officers patrolling the star gates will try to confiscate your goods if they spot you. If
you know how to smuggle, this is not a problem, but if you do not know it is best advised not to try your
luck as it will severely damage your standing with the empire faction involved. No other tools or materials
connected with booster production are labeled as contraband.
Anchoring – This skill is needed to anchor the Starbase structures used for the
processing of gas and manufacturing of final products.
Astrometrics – The ability to use Core Scanner Probes are essential to finding the Ladar cosmic
signatures sites where gas, components and skills for the booster production process can be
obtained.
Drug Manufacturing – You need this skill to produce the final booster products in the Drug Lab
Starbase structures. The skill can be purchased from non-capsuleer entities (NCEs) out in the no
security regions, such as Curse, Delve and Syndicate (normal price: 20,000,000 ISK) or found at the
certain NCE booster production sites. Resellers often have these for sale at higher prices inside
empire space. The different type of booster require increasing level of skill to produce, with synth
and standard booster types only requiring level 1 and strong type of boosters requiring level 5.
Gas Cloud Harvesting – Skill needed to operate the Gas Harvester modules needed to collect the
raw gas. Each level allows for mounting an additional Gas Harvester module (up to a total of five)
and it can be recommended to train the skill to level 5 to be able to field five tech 2 Gas Harvesters.
Like Drug Manufacturing, this skill can be purchased from NCEs in the no security regions (normal
price: 21,600,000 ISK) or found at the NCE booster production sites.
Hacking – The structures with reactions, blueprint copies, skill books and more at the NCE booster
production sites require a Codebreaker module and the Hacking skill to access.
Next is a list of supplementary skills that might come in handy:
3-4 frigates
Notes: Destroying all hostile ships from the initial group will trigger the arrival of the reinforcement wave.
There are always four hackable canisters at these types of sites, and besides implants, skill books and Gas
Harvester I modules you can find synth booster reactions within them and but no blueprint copies or
reactions for the other types of boosters. Failure to hack a canister might trigger the arrival of 2-3 hostile
frigates.
2-3 battleships
7-8 battlecruisers
2-3 elite cruisers
8-9 cruisers
6-7 destroyers
8-9 elite frigates (might web and warp scramble)
Notes: The pirates will be divided into three groups and will out of range to attack you when you enter the
stage. Two acceleration gates leads away from the stage, both require you to have trained the Hacking skill
to minimum level 1 to be able to operate. One gate leads to the educational stage while the other goes to
the production stage.
Stage 3. “Research”
Initial hostile pirates:
2-3 battleships
2-3 elite cruisers
2-3 destroyers
2-3 elite frigates (might web and warp scramble)
Reinforcement wave:
3-4 battleships
3-4 elite cruisers
6-7 elite frigates (might web and warp scramble)
Notes: There are five hackable canisters (designated Science Lab) at this site. All of them will contain a fluff
item as well as have a chance of containing reactions and/or blueprint copies for improved and strong
types of boosters. The reinforcement wave will appear as you get close to the canisters.
Hydrochloric
Blue Pill Blue Pill
Blue Pill Oxygen Acid
Crash Spirits
Crash Hydrochloric Crash
Acid
Hydrochloric
Drop Drop
Drop Oxygen Acid
Exile Spirits
Exile Hydrochloric Exile
Acid
Hydrochloric
Mindflood Mindflood
Frentix Oxygen Acid
Mindflood Spirits
Frentix Hydrochloric Frentix
Acid
Hydrochloric
X-Instinct X-Instinct
Sooth Sayer Oxygen Acid
X-Instinct Spirits
Sooth Sayer Hydrochloric Sooth Sayer
Acid
Unlike the Garbage trade goods used as catalyzer in the synth booster production chain, the trade goods
needed for these types of boosters require both a General Storage for input and another storage for output
from the Reactor Array structure. It is important to note that due to timing constraints on how Starbases
process materials, it is not allowed to make “timing loops” within your production chain. As example, this is
allowed:
B H
Medium Bio. H Hazardous Chemical Silo with raw booster product
Reactor Array
G G
G General Storage with a trade goods catalyzer
While the following example is not due to the loop: Medium Bio.
B H
Reactor Array
Though, it is possible to use both storage input and output as seems in the following two examples:
B H B G G
Medium Bio. Medium Bio.
Reactor Array Reactor Array
G G
Biochemical
Reactor Array
G B
Medium Bio.
B H Reactor Array G H
G G
Medium Bio.
Reactor Array
G
While the following two examples are not allowed, again due to timing loops:
B H B G G
Medium Bio. Medium Bio.
Reactor Array Reactor Array
Biochemical
G Reactor Array
G G B
Medium Bio.
B H Reactor Array G H
G
Medium Bio.
Reactor Array
Note that the Medium Biochemical Reactor Array structure is used in processing gas into either raw synth
booster or raw standard booster types, while the Biochemical Reactor Array are used for processing into
improved and strong raw booster types. All reactors work on a one hour timer no matter what size control
tower you anchor them at, despite their description. Further, you need to online all silos and reactor arrays
and connect them using the Starbase management interface before any processing of gas can happen. But
you can only add gas or trade goods to the silos or take raw booster products out of them when they are
offline. It is possible to offline a silo, take or add to its content and online it again without interfering (losing
a cycle) on an already active production chain as long as you do it in the middle of the cycle and not when it
ends (and a new one is supposed to start). Timing this correctly can be tricky as there is no indicator
anywhere telling you when a cycle is about to finish.
Due to the large size of gas, it can be advantageous to use an Amarr or Gallente type of Starbase Control
Tower due to the increased silo storage space such towers provide, meaning that you do not have to refill
the Biochemical Silos so often. Like the other structures, the Drug Lab has to be online for you to
manufacture boosters inside of it, but contrary to the others, it has to be online to access its contents.
Further, it has a large storage capacity 100,000 m3 which can be brought to good use as storage for
unprocessed gas. It is advisable to place silos and Drug Labs close (so there is less than 2.5 km between you
and any single structure) so you can drag items directly between structures disregarding your own ships’
cargo capacity.
When trying to produce the final booster products in the Drug Lab, remember that the manufacturing slots
are listed under corporation owned and not publicly available.
Crash – Golden
Low security space (hot-spot constellation – region): Umamon – Lonetrek
No security space(hot-spot constellation – region): 09-4XW – Tenal
Drop – Viridian
Low security space (hot-spot constellation – region): Amevync – Placid
No security space(hot-spot constellation – region): Assilot – Cloud Ring
Exile – Celadon
Low security space (hot-spot constellation – region): Elerelle – Solitude
No security space(hot-spot constellation – region): Pegasus – Fountain
Frentix - Lime
Mindflood – Malachite
Low security space (hot-spot constellation – region): Fabai – Aridia
No security space(hot-spot constellation – region): OK-FEM – Delve
X-instinct – Vermillion